@zephyr3d/scene 0.9.5 → 0.9.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (621) hide show
  1. package/dist/animation/joint_dynamics/controller.js +92 -32
  2. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/joint_dynamics/solver.js +71 -27
  8. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  9. package/dist/animation/joint_dynamics_modifier.js +21 -20
  10. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  11. package/dist/animation/skeleton.js +7 -10
  12. package/dist/animation/skeleton.js.map +1 -1
  13. package/dist/app/engine.js +134 -140
  14. package/dist/app/engine.js.map +1 -1
  15. package/dist/app/scriptregistry.js +47 -16
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +3 -1
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +346 -7
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/avatar/wardrobe.js +20 -16
  22. package/dist/avatar/wardrobe.js.map +1 -1
  23. package/dist/camera/camera.js +416 -210
  24. package/dist/camera/camera.js.map +1 -1
  25. package/dist/index.d.ts +1350 -621
  26. package/dist/index.js +6 -11
  27. package/dist/index.js.map +1 -1
  28. package/dist/material/blinn.js +1 -1
  29. package/dist/material/blinn.js.map +1 -1
  30. package/dist/material/lambert.js +1 -1
  31. package/dist/material/lambert.js.map +1 -1
  32. package/dist/material/material.js +23 -1
  33. package/dist/material/material.js.map +1 -1
  34. package/dist/material/meshmaterial.js +178 -23
  35. package/dist/material/meshmaterial.js.map +1 -1
  36. package/dist/material/mixins/albedocolor.js +4 -4
  37. package/dist/material/mixins/albedocolor.js.map +1 -1
  38. package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
  39. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/lambert.js +2 -1
  41. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
  43. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
  45. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
  47. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  48. package/dist/material/mixins/lit.js +1 -1
  49. package/dist/material/mixins/lit.js.map +1 -1
  50. package/dist/material/mixins/pbr/common.js +276 -65
  51. package/dist/material/mixins/pbr/common.js.map +1 -1
  52. package/dist/material/mixins/texture.js +3 -3
  53. package/dist/material/mixins/texture.js.map +1 -1
  54. package/dist/material/mixins/vertexcolor.js +2 -2
  55. package/dist/material/mixins/vertexcolor.js.map +1 -1
  56. package/dist/material/msdf_text.js +3 -3
  57. package/dist/material/msdf_text.js.map +1 -1
  58. package/dist/material/mtoon.js +574 -0
  59. package/dist/material/mtoon.js.map +1 -0
  60. package/dist/material/pbrblueprint.js +499 -336
  61. package/dist/material/pbrblueprint.js.map +1 -1
  62. package/dist/material/pbrmr.js +118 -100
  63. package/dist/material/pbrmr.js.map +1 -1
  64. package/dist/material/pbrsg.js +1 -1
  65. package/dist/material/pbrsg.js.map +1 -1
  66. package/dist/material/shader/helper.js +324 -294
  67. package/dist/material/shader/helper.js.map +1 -1
  68. package/dist/material/subsurfaceprofile.js +812 -0
  69. package/dist/material/subsurfaceprofile.js.map +1 -0
  70. package/dist/material/unlit.js +1 -1
  71. package/dist/material/unlit.js.map +1 -1
  72. package/dist/posteffect/compositor.js +46 -11
  73. package/dist/posteffect/compositor.js.map +1 -1
  74. package/dist/posteffect/ssr.js +422 -96
  75. package/dist/posteffect/ssr.js.map +1 -1
  76. package/dist/posteffect/sss.js +1053 -0
  77. package/dist/posteffect/sss.js.map +1 -0
  78. package/dist/posteffect/taa.js +61 -60
  79. package/dist/posteffect/taa.js.map +1 -1
  80. package/dist/render/abuffer_oit.js +63 -12
  81. package/dist/render/abuffer_oit.js.map +1 -1
  82. package/dist/render/cluster_light.js +6 -5
  83. package/dist/render/cluster_light.js.map +1 -1
  84. package/dist/render/drawable.js +1 -5
  85. package/dist/render/drawable.js.map +1 -1
  86. package/dist/render/drawable_mixin.js +2 -1
  87. package/dist/render/drawable_mixin.js.map +1 -1
  88. package/dist/render/fbm_wavegenerator.js +2 -1
  89. package/dist/render/fbm_wavegenerator.js.map +1 -1
  90. package/dist/render/gerstner_wavegenerator.js +2 -1
  91. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  92. package/dist/render/globalbindgroup_allocator.js +2 -1
  93. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  94. package/dist/render/lightpass.js +110 -23
  95. package/dist/render/lightpass.js.map +1 -1
  96. package/dist/render/render_queue.js +51 -8
  97. package/dist/render/render_queue.js.map +1 -1
  98. package/dist/render/renderer.js +80 -66
  99. package/dist/render/renderer.js.map +1 -1
  100. package/dist/render/rendergraph/device_pool_allocator.js +8 -0
  101. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  102. package/dist/render/rendergraph/forward_plus_builder.js +481 -95
  103. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  104. package/dist/render/rendergraph/history_resource_manager.js +55 -0
  105. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  106. package/dist/render/rendergraph/history_resources.js +3 -1
  107. package/dist/render/rendergraph/history_resources.js.map +1 -1
  108. package/dist/render/rendergraph/types.js.map +1 -1
  109. package/dist/render/renderpass.js +10 -4
  110. package/dist/render/renderpass.js.map +1 -1
  111. package/dist/render/sky.js +31 -1
  112. package/dist/render/sky.js.map +1 -1
  113. package/dist/render/weightedblended_oit.js +23 -5
  114. package/dist/render/weightedblended_oit.js.map +1 -1
  115. package/dist/scene/basesprite.js +4 -2
  116. package/dist/scene/basesprite.js.map +1 -1
  117. package/dist/scene/batchgroup.js +3 -1
  118. package/dist/scene/batchgroup.js.map +1 -1
  119. package/dist/scene/environment.js +11 -1
  120. package/dist/scene/environment.js.map +1 -1
  121. package/dist/scene/light.js +21 -3
  122. package/dist/scene/light.js.map +1 -1
  123. package/dist/scene/mesh.js +29 -14
  124. package/dist/scene/mesh.js.map +1 -1
  125. package/dist/scene/meshdrawable.js +6 -0
  126. package/dist/scene/meshdrawable.js.map +1 -1
  127. package/dist/scene/msdftext.js +5 -2
  128. package/dist/scene/msdftext.js.map +1 -1
  129. package/dist/scene/msdftextsprite.js +5 -3
  130. package/dist/scene/msdftextsprite.js.map +1 -1
  131. package/dist/scene/particlesys.js +3 -1
  132. package/dist/scene/particlesys.js.map +1 -1
  133. package/dist/scene/scene.js +6 -5
  134. package/dist/scene/scene.js.map +1 -1
  135. package/dist/scene/terrain-cm/grass.js +4 -2
  136. package/dist/scene/terrain-cm/grass.js.map +1 -1
  137. package/dist/scene/terrain-cm/grassmaterial.js +2 -1
  138. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  139. package/dist/scene/terrain-cm/terrain-cm.js +4 -2
  140. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  141. package/dist/scene/water.js +4 -2
  142. package/dist/scene/water.js.map +1 -1
  143. package/dist/shaders/shadow.js +26 -393
  144. package/dist/shaders/shadow.js.map +1 -1
  145. package/dist/shadow/esm.js +112 -12
  146. package/dist/shadow/esm.js.map +1 -1
  147. package/dist/shadow/pcf_opt.js +2 -2
  148. package/dist/shadow/pcf_opt.js.map +1 -1
  149. package/dist/shadow/pcf_pd.js +19 -10
  150. package/dist/shadow/pcf_pd.js.map +1 -1
  151. package/dist/shadow/shader.js +58 -7
  152. package/dist/shadow/shader.js.map +1 -1
  153. package/dist/shadow/shadow_impl.js +6 -0
  154. package/dist/shadow/shadow_impl.js.map +1 -1
  155. package/dist/shadow/shadow_region.js +229 -0
  156. package/dist/shadow/shadow_region.js.map +1 -0
  157. package/dist/shadow/shadowmapper.js +67 -59
  158. package/dist/shadow/shadowmapper.js.map +1 -1
  159. package/dist/shadow/vsm.js +45 -19
  160. package/dist/shadow/vsm.js.map +1 -1
  161. package/dist/text/font/cff_font.js +890 -0
  162. package/dist/text/font/cff_font.js.map +1 -0
  163. package/dist/text/font/font_asset.js +17 -3
  164. package/dist/text/font/font_asset.js.map +1 -1
  165. package/dist/utility/blueprint/common/constants.js +8 -8
  166. package/dist/utility/blueprint/common/constants.js.map +1 -1
  167. package/dist/utility/blueprint/material/pbr.js +31 -4
  168. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  169. package/dist/utility/blueprint/material/texture.js +1 -17
  170. package/dist/utility/blueprint/material/texture.js.map +1 -1
  171. package/dist/utility/serialization/manager.js +327 -359
  172. package/dist/utility/serialization/manager.js.map +1 -1
  173. package/dist/utility/serialization/scene/animation.js +5 -2
  174. package/dist/utility/serialization/scene/animation.js.map +1 -1
  175. package/dist/utility/serialization/scene/batch.js +4 -1
  176. package/dist/utility/serialization/scene/batch.js.map +1 -1
  177. package/dist/utility/serialization/scene/camera.js +249 -54
  178. package/dist/utility/serialization/scene/camera.js.map +1 -1
  179. package/dist/utility/serialization/scene/common.js +37 -1
  180. package/dist/utility/serialization/scene/common.js.map +1 -1
  181. package/dist/utility/serialization/scene/light.js +42 -3
  182. package/dist/utility/serialization/scene/light.js.map +1 -1
  183. package/dist/utility/serialization/scene/material.js +1112 -646
  184. package/dist/utility/serialization/scene/material.js.map +1 -1
  185. package/dist/utility/serialization/scene/mesh.js +7 -4
  186. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  187. package/dist/utility/serialization/scene/node.js +31 -12
  188. package/dist/utility/serialization/scene/node.js.map +1 -1
  189. package/dist/utility/serialization/scene/particle.js +4 -1
  190. package/dist/utility/serialization/scene/particle.js.map +1 -1
  191. package/dist/utility/serialization/scene/primitive.js +3 -1
  192. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  193. package/dist/utility/serialization/scene/scene.js +18 -0
  194. package/dist/utility/serialization/scene/scene.js.map +1 -1
  195. package/dist/utility/serialization/scene/sprite.js +6 -3
  196. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  197. package/dist/utility/serialization/scene/terrain.js +5 -2
  198. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  199. package/dist/utility/serialization/scene/text.js +3 -1
  200. package/dist/utility/serialization/scene/text.js.map +1 -1
  201. package/dist/utility/serialization/scene/water.js +4 -1
  202. package/dist/utility/serialization/scene/water.js.map +1 -1
  203. package/dist/utility/textures/ltcdata.js +6 -0
  204. package/dist/utility/textures/ltcdata.js.map +1 -0
  205. package/dist/utility/textures/ltclut.js +61 -0
  206. package/dist/utility/textures/ltclut.js.map +1 -0
  207. package/dist/values.js +9 -1
  208. package/dist/values.js.map +1 -1
  209. package/package.json +3 -3
  210. package/dist/animation/ik/ik_chain_builder.js +0 -68
  211. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  212. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  213. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  214. package/dist/animation/ik/ik_track.js +0 -96
  215. package/dist/animation/ik/ik_track.js.map +0 -1
  216. package/dist/animation/ik_postprocessor.js +0 -71
  217. package/dist/animation/ik_postprocessor.js.map +0 -1
  218. package/dist/animation/joint_dynamics/math.js +0 -16
  219. package/dist/animation/joint_dynamics/math.js.map +0 -1
  220. package/dist/animation/manual_transform_processor.js +0 -156
  221. package/dist/animation/manual_transform_processor.js.map +0 -1
  222. package/dist/animation/skeleton_postprocessor.js +0 -50
  223. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  224. package/dist/animation/spring2/collision.js +0 -469
  225. package/dist/animation/spring2/collision.js.map +0 -1
  226. package/dist/animation/spring2/constraints.js +0 -329
  227. package/dist/animation/spring2/constraints.js.map +0 -1
  228. package/dist/animation/spring2/controller.js +0 -434
  229. package/dist/animation/spring2/controller.js.map +0 -1
  230. package/dist/animation/spring2/math.js +0 -16
  231. package/dist/animation/spring2/math.js.map +0 -1
  232. package/dist/animation/spring2/solver.js +0 -624
  233. package/dist/animation/spring2/solver.js.map +0 -1
  234. package/dist/animation/spring2/spring_system.js +0 -118
  235. package/dist/animation/spring2/spring_system.js.map +0 -1
  236. package/dist/animation/spring2/types.js +0 -19
  237. package/dist/animation/spring2/types.js.map +0 -1
  238. package/dist/animation/spring_postprocessor.js +0 -54
  239. package/dist/animation/spring_postprocessor.js.map +0 -1
  240. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
  241. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  242. package/dist/asset/loaders/gltf/helpers.js +0 -331
  243. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  244. package/dist/material/sprite3d.js +0 -301
  245. package/dist/material/sprite3d.js.map +0 -1
  246. package/dist/material/sprite3d_std.js +0 -116
  247. package/dist/material/sprite3d_std.js.map +0 -1
  248. package/dist/material/sprite3dblueprint.js +0 -235
  249. package/dist/material/sprite3dblueprint.js.map +0 -1
  250. package/dist/material/sprite_sdf.js +0 -106
  251. package/dist/material/sprite_sdf.js.map +0 -1
  252. package/dist/material/terrainmaterial.js +0 -368
  253. package/dist/material/terrainmaterial.js.map +0 -1
  254. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  255. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  256. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  257. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  258. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  259. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  260. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  261. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  262. package/dist/render/deferredlightpass.js +0 -510
  263. package/dist/render/deferredlightpass.js.map +0 -1
  264. package/dist/render/deferredshadowlightpass.js +0 -428
  265. package/dist/render/deferredshadowlightpass.js.map +0 -1
  266. package/dist/render/gbufferpass.js +0 -50
  267. package/dist/render/gbufferpass.js.map +0 -1
  268. package/dist/scene/sdftextsprite.js +0 -322
  269. package/dist/scene/sdftextsprite.js.map +0 -1
  270. package/dist/scene/sprite3d.js +0 -18
  271. package/dist/scene/sprite3d.js.map +0 -1
  272. package/dist/scene/terrain/grass.js +0 -280
  273. package/dist/scene/terrain/grass.js.map +0 -1
  274. package/dist/scene/terrain/heightfield.js +0 -475
  275. package/dist/scene/terrain/heightfield.js.map +0 -1
  276. package/dist/scene/terrain/patch.js +0 -532
  277. package/dist/scene/terrain/patch.js.map +0 -1
  278. package/dist/scene/terrain/quadtree.js +0 -461
  279. package/dist/scene/terrain/quadtree.js.map +0 -1
  280. package/dist/scene/terrain/terrain.js +0 -231
  281. package/dist/scene/terrain/terrain.js.map +0 -1
  282. package/dist/src/animation/animation.js +0 -127
  283. package/dist/src/animation/animation.js.map +0 -1
  284. package/dist/src/animation/animationset.js +0 -255
  285. package/dist/src/animation/animationset.js.map +0 -1
  286. package/dist/src/animation/animationtrack.js +0 -34
  287. package/dist/src/animation/animationtrack.js.map +0 -1
  288. package/dist/src/animation/eulerrotationtrack.js +0 -52
  289. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  290. package/dist/src/animation/morphtarget.js +0 -93
  291. package/dist/src/animation/morphtarget.js.map +0 -1
  292. package/dist/src/animation/morphtrack.js +0 -70
  293. package/dist/src/animation/morphtrack.js.map +0 -1
  294. package/dist/src/animation/proptrack.js +0 -161
  295. package/dist/src/animation/proptrack.js.map +0 -1
  296. package/dist/src/animation/rotationtrack.js +0 -51
  297. package/dist/src/animation/rotationtrack.js.map +0 -1
  298. package/dist/src/animation/scaletrack.js +0 -50
  299. package/dist/src/animation/scaletrack.js.map +0 -1
  300. package/dist/src/animation/skeleton.js +0 -204
  301. package/dist/src/animation/skeleton.js.map +0 -1
  302. package/dist/src/animation/translationtrack.js +0 -50
  303. package/dist/src/animation/translationtrack.js.map +0 -1
  304. package/dist/src/app/app.js +0 -129
  305. package/dist/src/app/app.js.map +0 -1
  306. package/dist/src/app/inputmgr.js +0 -267
  307. package/dist/src/app/inputmgr.js.map +0 -1
  308. package/dist/src/asset/assetmanager.js +0 -404
  309. package/dist/src/asset/assetmanager.js.map +0 -1
  310. package/dist/src/asset/builtin.js +0 -337
  311. package/dist/src/asset/builtin.js.map +0 -1
  312. package/dist/src/asset/loaders/dds/dds.js +0 -470
  313. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  314. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  315. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  316. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  317. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  318. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  319. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  320. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  321. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  322. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  323. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  324. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  325. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  326. package/dist/src/asset/loaders/loader.js +0 -45
  327. package/dist/src/asset/loaders/loader.js.map +0 -1
  328. package/dist/src/asset/model.js +0 -414
  329. package/dist/src/asset/model.js.map +0 -1
  330. package/dist/src/blitter/bilateralblur.js +0 -221
  331. package/dist/src/blitter/bilateralblur.js.map +0 -1
  332. package/dist/src/blitter/blitter.js +0 -390
  333. package/dist/src/blitter/blitter.js.map +0 -1
  334. package/dist/src/blitter/box.js +0 -118
  335. package/dist/src/blitter/box.js.map +0 -1
  336. package/dist/src/blitter/copy.js +0 -22
  337. package/dist/src/blitter/copy.js.map +0 -1
  338. package/dist/src/blitter/gaussianblur.js +0 -228
  339. package/dist/src/blitter/gaussianblur.js.map +0 -1
  340. package/dist/src/camera/base.js +0 -92
  341. package/dist/src/camera/base.js.map +0 -1
  342. package/dist/src/camera/camera.js +0 -1005
  343. package/dist/src/camera/camera.js.map +0 -1
  344. package/dist/src/camera/fps.js +0 -238
  345. package/dist/src/camera/fps.js.map +0 -1
  346. package/dist/src/camera/orbit.js +0 -245
  347. package/dist/src/camera/orbit.js.map +0 -1
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@@ -1,434 +0,0 @@
1
- import { clamp01 } from './math.js';
2
- import { EPSILON } from './types.js';
3
- import { buildConstraints, buildSurfaceFaces } from './constraints.js';
4
- import { simulate, applyAngleLimits, applyResult } from './solver.js';
5
- import { Vector3, Quaternion, Matrix4x4 } from '@zephyr3d/base';
6
-
7
- // High-level orchestrator — SPCRJointDynamicsController API
8
- class SpringSystemController {
9
- _config;
10
- _pointsR = [];
11
- _pointsRW = [];
12
- _constraints = [];
13
- _collidersR = [];
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- _collidersRW = [];
15
- _grabbersR = [];
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- _grabbersRW = [];
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- _movableLimitTargets = [];
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- _flatPlanes = [];
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- _surfaceConstraints = [];
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- _positionsToTransform = [];
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- _fakeWaveCounter = 0;
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- _previousRootPosition = Vector3.zero();
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- _previousRootRotation = Quaternion.identity();
24
- _rootTransform = null;
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- _pointTransforms = [];
26
- _colliderTransforms = [];
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- _grabberTransforms = [];
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- _initialized = false;
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- _isPaused = false;
30
- _fadeState = 'none';
31
- _fadeTimer = 0;
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- _fadeDuration = 0;
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- constructor(config){
34
- this._config = config;
35
- }
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- /**
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- * 初始化物理系统
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- * @param rootTransform 根骨骼的 transform(用于检测根运动)
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- * @param rootPoints 骨骼层级的根节点数组(可以有多个根,如裙子的多条链)
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- * @param pointTransforms 所有物理点的 transform 数组(顺序必须与 BoneNode.index 对应)
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- * @param colliders 碰撞器数组(球体/胶囊体)
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- * @param grabbers 抓取器数组(用于鼠标交互等)
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- * @param flatPlanes 平面限制器数组(如地板,防止穿透)
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- */ initialize(rootTransform, rootPoints, pointTransforms, colliders, grabbers, flatPlanes) {
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- this._rootTransform = rootTransform;
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- this._pointTransforms = pointTransforms;
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- this._colliderTransforms = colliders.map((c)=>c.transform);
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- this._grabberTransforms = grabbers.map((g)=>g.transform);
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- // Build constraints
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- this._constraints = buildConstraints(rootPoints, this._config.constraintOptions);
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- this._surfaceConstraints = buildSurfaceFaces(rootPoints, this._config.constraintOptions.isLoop);
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- // Flatten bone hierarchy to point list, build parent map
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- const allPoints = [];
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- const parentMap = new Map(); // child index → parent index
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- function walk(node) {
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- allPoints.push(node);
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- for (const c of node.children){
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- parentMap.set(c.index, node.index);
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- walk(c);
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- }
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- }
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- for (const r of rootPoints){
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- walk(r);
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- }
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- const maxDepth = Math.max(...allPoints.map((p)=>p.depth));
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- // Compute boneAxis from transforms: local-space direction to first child
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- // This is critical for correct bone rotation in skinned meshes
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- const indexToNode = new Map();
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- for (const p of allPoints){
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- indexToNode.set(p.index, p);
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- }
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- for (const p of allPoints){
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- if (!p.boneAxis && p.children.length > 0) {
74
- const childPos = pointTransforms[p.children[0].index].getWorldPosition();
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- const parentPos = pointTransforms[p.index].getWorldPosition();
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- // InverseTransformPoint: convert child world pos to parent local space
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- const parentRot = pointTransforms[p.index].getWorldRotation();
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- const parentScale = pointTransforms[p.index].getLocalScale();
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- const diff = Vector3.sub(childPos, parentPos);
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- const invRot = Quaternion.inverse(parentRot);
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- const localDir = invRot.transform(diff);
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- // Apply inverse scale
83
- const unscaled = new Vector3(parentScale.x !== 0 ? localDir.x / parentScale.x : 0, parentScale.y !== 0 ? localDir.y / parentScale.y : 0, parentScale.z !== 0 ? localDir.z / parentScale.z : 0);
84
- p.boneAxis = Vector3.normalize(unscaled);
85
- }
86
- }
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- // Build PointR/RW arrays
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- this._pointsR = allPoints.map((p)=>this._createPointR(p, maxDepth, parentMap, pointTransforms));
89
- this._pointsRW = allPoints.map(()=>this._createPointRW());
90
- this._positionsToTransform = new Array(allPoints.length).fill(Vector3.zero());
91
- // Initialize colliders
92
- this._collidersR = colliders.map((c)=>c.r);
93
- this._collidersRW = colliders.map((c)=>this._createColliderRW(c.transform));
94
- // Initialize grabbers
95
- this._grabbersR = grabbers.map((g)=>g.r);
96
- this._grabbersRW = grabbers.map((g)=>({
97
- enabled: g.enabled ? 1 : 0,
98
- position: g.transform.getWorldPosition()
99
- }));
100
- // Flat planes
101
- this._flatPlanes = flatPlanes.map((fp)=>({
102
- normal: Vector3.normalize(fp.up),
103
- distance: -Vector3.dot(Vector3.normalize(fp.up), fp.position)
104
- }));
105
- // Capture initial state
106
- this._previousRootPosition = rootTransform.getWorldPosition();
107
- this._previousRootRotation = rootTransform.getWorldRotation();
108
- for(let i = 0; i < this._pointsRW.length; i++){
109
- const pos = pointTransforms[i].getWorldPosition();
110
- this._pointsRW[i].positionCurrent = pos.clone();
111
- this._pointsRW[i].positionPrevious = pos.clone();
112
- this._pointsRW[i].positionCurrentTransform = pos.clone();
113
- this._pointsRW[i].positionPreviousTransform = pos.clone();
114
- this._pointsRW[i].positionToTransform = pos.clone();
115
- this._pointsRW[i].directionPrevious = Vector3.axisPZ();
116
- this._pointsRW[i].fakeWindDirection = Vector3.axisPZ();
117
- this._pointsRW[i].grabberIndex = -1;
118
- this._pointsRW[i].grabberDistance = 0;
119
- this._pointsRW[i].friction = 0;
120
- }
121
- this._initialized = true;
122
- }
123
- /**
124
- * 执行一帧物理模拟
125
- * 内部流程:读取当前 transform → 运行 Verlet 积分和约束求解 → 写回 transform
126
- * @param deltaTime 帧间隔时间(秒)。内部会被 subSteps 细分
127
- */ step(deltaTime) {
128
- if (!this._initialized || !this._rootTransform) {
129
- return;
130
- }
131
- // Update fade
132
- if (this._fadeState !== 'none') {
133
- this._fadeTimer += deltaTime;
134
- if (this._fadeTimer >= this._fadeDuration) {
135
- this._fadeState = 'none';
136
- this._fadeTimer = 0;
137
- }
138
- }
139
- const blendRatio = this._computeBlendRatio();
140
- // Capture current transforms
141
- const rootPos = this._rootTransform.getWorldPosition();
142
- const rootRot = this._rootTransform.getWorldRotation();
143
- for(let i = 0; i < this._pointsRW.length; i++){
144
- this._pointsRW[i].positionPreviousTransform = this._pointsRW[i].positionCurrentTransform.clone();
145
- this._pointsRW[i].positionCurrentTransform = this._pointTransforms[i].getWorldPosition();
146
- }
147
- for(let i = 0; i < this._collidersRW.length; i++){
148
- const t = this._colliderTransforms[i];
149
- this._collidersRW[i].positionPreviousTransform = this._collidersRW[i].positionCurrentTransform.clone();
150
- this._collidersRW[i].directionPreviousTransform = this._collidersRW[i].directionCurrentTransform.clone();
151
- this._collidersRW[i].positionCurrentTransform = t.getWorldPosition();
152
- this._collidersRW[i].directionCurrentTransform = t.getWorldRotation();
153
- this._collidersRW[i].worldToLocal = Matrix4x4.compose(t.getLocalScale(), this._collidersRW[i].directionCurrentTransform, this._collidersRW[i].positionCurrentTransform).inplaceInvertAffine();
154
- }
155
- for(let i = 0; i < this._grabbersRW.length; i++){
156
- this._grabbersRW[i].position = this._grabberTransforms[i].getWorldPosition();
157
- }
158
- // Run simulation
159
- const params = {
160
- isPaused: this._isPaused,
161
- stepTime: deltaTime,
162
- subSteps: this._config.subSteps,
163
- rootPosition: rootPos,
164
- previousRootPosition: this._previousRootPosition,
165
- rootSlideLimit: this._config.rootSlideLimit,
166
- rootRotation: rootRot,
167
- previousRootRotation: this._previousRootRotation,
168
- rootRotateLimit: this._config.rootRotateLimit,
169
- windForce: this._config.windForce,
170
- enableSurfaceCollision: this._config.enableSurfaceCollision,
171
- surfaceConstraints: this._surfaceConstraints,
172
- relaxation: this._config.relaxation,
173
- constraintShrinkLimit: this._config.constraintShrinkLimit,
174
- blendRatio,
175
- isFakeWave: this._config.isFakeWave,
176
- fakeWaveSpeed: this._config.fakeWaveSpeed,
177
- fakeWavePower: this._config.fakeWavePower,
178
- fakeWaveCounter: this._fakeWaveCounter,
179
- collisionScale: 1.0,
180
- enableBroadPhase: this._config.enableBroadPhase
181
- };
182
- const result = simulate(params, this._pointsR, this._pointsRW, this._constraints, this._collidersR, this._collidersRW, this._grabbersR, this._grabbersRW, this._movableLimitTargets, this._flatPlanes);
183
- this._positionsToTransform = result.positionsToTransform;
184
- this._fakeWaveCounter = result.fakeWaveCounter;
185
- // Angle limits
186
- if (this._config.angleLimitConfig.angleLimit >= 0) {
187
- applyAngleLimits(this._pointsR, this._pointsRW, this._config.angleLimitConfig);
188
- }
189
- // Apply results
190
- const transformRots = this._pointTransforms.map((t)=>t.getWorldRotation());
191
- const transformLocalRots = this._pointTransforms.map((t)=>t.getLocalRotation());
192
- const outputs = applyResult(this._pointsR, this._pointsRW, this._positionsToTransform, blendRatio, transformRots, transformLocalRots);
193
- for(let i = 0; i < outputs.length; i++){
194
- this._pointTransforms[i].setWorldPosition(outputs[i].position);
195
- this._pointTransforms[i].setWorldRotation(outputs[i].rotation);
196
- }
197
- this._previousRootPosition = rootPos;
198
- this._previousRootRotation = rootRot;
199
- }
200
- /**
201
- * 获取所有点的模拟结果(世界坐标位置和旋转)
202
- * 通常不需要手动调用——step() 已经自动写回 transform。
203
- * 适用于需要在不写回 transform 的情况下读取物理结果的场景。
204
- */ getResults() {
205
- const transformRots = this._pointTransforms.map((t)=>t.getWorldRotation());
206
- const transformLocalRots = this._pointTransforms.map((t)=>t.getLocalRotation());
207
- const outputs = applyResult(this._pointsR, this._pointsRW, this._positionsToTransform, this._config.blendRatio, transformRots, transformLocalRots);
208
- return outputs.map((o)=>({
209
- position: o.position,
210
- rotation: o.rotation
211
- }));
212
- }
213
- /**
214
- * 瞬移补偿——在角色传送/瞬移后调用
215
- * 将上一帧的根骨骼位置和旋转设为当前值,
216
- * 使下一帧的根运动增量为零,避免物理点因巨大位移而弹射。
217
- */ warp() {
218
- if (!this._rootTransform) {
219
- return;
220
- }
221
- this._previousRootPosition = this._rootTransform.getWorldPosition();
222
- this._previousRootRotation = this._rootTransform.getWorldRotation();
223
- }
224
- /**
225
- * 重置所有物理状态
226
- * 将所有点的模拟位置重置为当前 transform 位置,清除速度和抓取状态。
227
- * 适用于场景切换或需要消除所有物理运动的场景。
228
- */ reset() {
229
- for(let i = 0; i < this._pointsRW.length; i++){
230
- const pos = this._pointTransforms[i].getWorldPosition();
231
- this._pointsRW[i].positionCurrent = pos.clone();
232
- this._pointsRW[i].positionPrevious = pos.clone();
233
- this._pointsRW[i].grabberIndex = -1;
234
- }
235
- this._fakeWaveCounter = 0;
236
- }
237
- /**
238
- * 释放固定点为动态点(如脱衣、布料脱落)
239
- * 将 weight 从 0 改为 1,同时重置该点的模拟状态避免瞬间弹射。
240
- * @param index 点的索引
241
- */ releasePoint(index) {
242
- if (index < 0 || index >= this._pointsR.length) {
243
- return;
244
- }
245
- this._pointsR[index].weight = 1;
246
- const pos = this._pointTransforms[index].getWorldPosition();
247
- this._pointsRW[index].positionCurrent = pos.clone();
248
- this._pointsRW[index].positionPrevious = pos.clone();
249
- this._pointsRW[index].grabberIndex = -1;
250
- }
251
- /**
252
- * 将动态点重新固定为跟随动画(如重新穿戴)
253
- * 将 weight 从 1 改为 0,清除抓取状态。
254
- * @param index 点的索引
255
- */ fixPoint(index) {
256
- if (index < 0 || index >= this._pointsR.length) {
257
- return;
258
- }
259
- this._pointsR[index].weight = 0;
260
- this._pointsRW[index].grabberIndex = -1;
261
- }
262
- /**
263
- * 查询某个点是否为固定状态(weight=0,跟随动画)
264
- * @param index 点的索引
265
- */ isPointFixed(index) {
266
- if (index < 0 || index >= this._pointsR.length) {
267
- return false;
268
- }
269
- return this._pointsR[index].weight <= EPSILON;
270
- }
271
- /** 获取物理点总数 */ get pointCount() {
272
- return this._pointsR.length;
273
- }
274
- /**
275
- * 渐入物理——从动画姿态平滑过渡到物理模拟
276
- * blendRatio 从 1(纯动画)渐变到 0(纯物理)
277
- * @param seconds 过渡时长(秒)
278
- */ fadeIn(seconds) {
279
- this._fadeState = 'in';
280
- this._fadeTimer = 0;
281
- this._fadeDuration = seconds;
282
- }
283
- /**
284
- * 渐出物理——从物理模拟平滑过渡回动画姿态
285
- * blendRatio 从 0(纯物理)渐变到 1(纯动画)
286
- * @param seconds 过渡时长(秒)
287
- */ fadeOut(seconds) {
288
- this._fadeState = 'out';
289
- this._fadeTimer = 0;
290
- this._fadeDuration = seconds;
291
- }
292
- /**
293
- * 设置全局风力向量
294
- * 风力会按每个点的 windForceScale 和质量进行缩放
295
- * @param wind 风力向量(世界坐标)
296
- */ setWindForce(wind) {
297
- this._config.windForce = wind;
298
- }
299
- /** Enable/disable broad-phase pruning for runtime performance comparison */ setBroadPhaseEnabled(enabled) {
300
- this._config.enableBroadPhase = enabled;
301
- }
302
- /**
303
- * 暂停/恢复物理模拟
304
- * 暂停时仍会跟随根骨骼运动,但不进行力学积分和约束求解
305
- * @param paused true=暂停, false=恢复
306
- */ setPaused(paused) {
307
- this._isPaused = paused;
308
- }
309
- /**
310
- * 运行时更新碰撞器状态
311
- * 用于外部直接控制碰撞器的启用/禁用和位置,而不通过 TransformAccess 读取
312
- * @param index 碰撞器索引
313
- * @param enabled 是否启用
314
- * @param position 世界坐标位置
315
- * @param rotation 世界旋转
316
- */ updateColliderState(index, enabled, position, rotation) {
317
- if (index >= 0 && index < this._collidersRW.length) {
318
- this._collidersRW[index].enabled = enabled ? 1 : 0;
319
- this._collidersRW[index].positionCurrentTransform = position;
320
- this._collidersRW[index].directionCurrentTransform = rotation;
321
- }
322
- }
323
- /**
324
- * 运行时更新抓取器状态
325
- * 用于鼠标拖拽等交互场景,控制抓取器的启用和位置
326
- * @param index 抓取器索引
327
- * @param enabled 是否启用(鼠标按下=true,松开=false)
328
- * @param position 抓取器世界坐标位置
329
- */ updateGrabberState(index, enabled, position) {
330
- if (index >= 0 && index < this._grabbersRW.length) {
331
- this._grabbersRW[index].enabled = enabled ? 1 : 0;
332
- this._grabbersRW[index].position = position;
333
- }
334
- }
335
- _computeBlendRatio() {
336
- if (this._fadeState === 'in') {
337
- return 1.0 - clamp01(this._fadeTimer / this._fadeDuration);
338
- }
339
- if (this._fadeState === 'out') {
340
- return clamp01(this._fadeTimer / this._fadeDuration);
341
- }
342
- return this._config.blendRatio;
343
- }
344
- _createPointR(node, maxDepth, parentMap, transforms) {
345
- const rate = maxDepth > 0 ? node.depth / maxDepth : 0;
346
- const c = this._config.curves;
347
- const parentIdx = parentMap.get(node.index) ?? -1;
348
- const childIdx = node.children.length > 0 ? node.children[0].index : -1;
349
- // Capture initial local transform for rotation blending
350
- const t = transforms[node.index];
351
- const initLocalPos = t.getLocalPosition();
352
- const initLocalRot = t.getLocalRotation();
353
- const initLocalScale = t.getLocalScale();
354
- // BoneAxis: local-space direction to first child (computed in initialize)
355
- const boneAxis = node.boneAxis ?? new Vector3(0, -1, 0);
356
- // ParentLength: distance to parent
357
- let parentLength = 0;
358
- if (parentIdx !== -1) {
359
- const pPos = transforms[parentIdx].getWorldPosition();
360
- const cPos = transforms[node.index].getWorldPosition();
361
- parentLength = Vector3.distance(pPos, cPos);
362
- }
363
- return {
364
- parent: parentIdx,
365
- child: childIdx,
366
- applyInvertCollision: 0,
367
- movableLimitIndex: -1,
368
- movableLimitRadius: 0,
369
- weight: node.isFixed ? 0 : 1,
370
- mass: c.massScale.evaluate(rate),
371
- resistance: clamp01(c.resistance.evaluate(rate)),
372
- hardness: clamp01(c.hardness.evaluate(rate)),
373
- frictionScale: c.friction.evaluate(rate),
374
- sliderJointLength: c.sliderJointLength.evaluate(rate),
375
- parentLength,
376
- structuralShrinkVertical: c.structuralShrinkVertical.evaluate(rate) * 0.5,
377
- structuralStretchVertical: c.structuralStretchVertical.evaluate(rate) * 0.5,
378
- structuralShrinkHorizontal: c.structuralShrinkHorizontal.evaluate(rate) * 0.5,
379
- structuralStretchHorizontal: c.structuralStretchHorizontal.evaluate(rate) * 0.5,
380
- shearShrink: c.shearShrink.evaluate(rate) * 0.5,
381
- shearStretch: c.shearStretch.evaluate(rate) * 0.5,
382
- bendingShrinkVertical: c.bendingShrinkVertical.evaluate(rate) * 0.5,
383
- bendingStretchVertical: c.bendingStretchVertical.evaluate(rate) * 0.5,
384
- bendingShrinkHorizontal: c.bendingShrinkHorizontal.evaluate(rate) * 0.5,
385
- bendingStretchHorizontal: c.bendingStretchHorizontal.evaluate(rate) * 0.5,
386
- windForceScale: c.windForceScale.evaluate(rate) * rate,
387
- fakeWavePower: c.fakeWavePower.evaluate(rate),
388
- fakeWaveFreq: c.fakeWaveFreq.evaluate(rate),
389
- forceFadeRatio: 0,
390
- pointRadius: 0.05,
391
- gravity: Vector3.scale(this._config.gravity, c.gravityScale.evaluate(rate)),
392
- boneAxis,
393
- initialLocalScale: initLocalScale,
394
- initialLocalRotation: initLocalRot,
395
- initialLocalPosition: initLocalPos
396
- };
397
- }
398
- _createPointRW() {
399
- return {
400
- positionToTransform: Vector3.zero(),
401
- positionCurrentTransform: Vector3.zero(),
402
- positionPreviousTransform: Vector3.zero(),
403
- positionCurrent: Vector3.zero(),
404
- positionPrevious: Vector3.zero(),
405
- directionPrevious: Vector3.axisPZ(),
406
- fakeWindDirection: Vector3.axisPZ(),
407
- grabberIndex: -1,
408
- grabberDistance: 0,
409
- friction: 0
410
- };
411
- }
412
- _createColliderRW(transform) {
413
- const pos = transform.getWorldPosition();
414
- const rot = transform.getWorldRotation();
415
- return {
416
- positionCurrent: pos.clone(),
417
- directionCurrent: Vector3.zero(),
418
- boundsCenter: pos.clone(),
419
- boundsRadius: 0,
420
- positionCurrentTransform: pos.clone(),
421
- positionPreviousTransform: pos.clone(),
422
- directionCurrentTransform: rot.clone(),
423
- directionPreviousTransform: rot.clone(),
424
- worldToLocal: Matrix4x4.identity(),
425
- localBoundsMin: Vector3.zero(),
426
- localBoundsMax: Vector3.zero(),
427
- radius: 0,
428
- enabled: 1
429
- };
430
- }
431
- }
432
-
433
- export { SpringSystemController };
434
- //# sourceMappingURL=controller.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"controller.js","sources":["../../../src/animation/spring2/controller.ts"],"sourcesContent":["// High-level orchestrator — SPCRJointDynamicsController API\n\nimport { clamp01 } from './math';\nimport {\n EPSILON,\n type PointR,\n type PointRW,\n type Constraint,\n type ColliderR,\n type ColliderRW,\n type GrabberR,\n type GrabberRW,\n type AngleLimitConfig,\n type FlatPlane,\n type TransformAccess,\n type BoneNode\n} from './types';\nimport { buildConstraints, buildSurfaceFaces, type ConstraintBuildOptions } from './constraints';\nimport { simulate, applyResult, applyAngleLimits, type SimulationParams } from './solver';\nimport type { InterpolatorScalar } from '@zephyr3d/base';\nimport { Vector3, Quaternion, Matrix4x4 } from '@zephyr3d/base';\n\n/**\n * Depth-based physics parameter curves.\n * Each curve is evaluated with t = pointDepth / maxDepth (0 at root, 1 at tip).\n * This allows parameters to vary smoothly along the bone chain.\n */\nexport interface PhysicsCurves {\n /** Scales point mass by depth */\n massScale: InterpolatorScalar;\n /** Scales gravity strength by depth */\n gravityScale: InterpolatorScalar;\n /** Scales wind force effect by depth (also multiplied by depth rate) */\n windForceScale: InterpolatorScalar;\n /** Velocity damping [0-1]. Higher = less damping. Controls how much velocity is preserved */\n resistance: InterpolatorScalar;\n /** Restore-to-animation stiffness [0-1]. Higher = bone stays closer to animated pose */\n hardness: InterpolatorScalar;\n /** Friction multiplier by depth. Scales collision friction accumulation */\n friction: InterpolatorScalar;\n /** Extra slack length for horizontal/shear constraints (allows stretching) */\n sliderJointLength: InterpolatorScalar;\n /** Global shrink stiffness multiplier (applied to all constraint types) */\n allShrinkScale: InterpolatorScalar;\n /** Global stretch stiffness multiplier (applied to all constraint types) */\n allStretchScale: InterpolatorScalar;\n /** Structural vertical constraint shrink stiffness by depth */\n structuralShrinkVertical: InterpolatorScalar;\n /** Structural vertical constraint stretch stiffness by depth */\n structuralStretchVertical: InterpolatorScalar;\n /** Structural horizontal constraint shrink stiffness by depth */\n structuralShrinkHorizontal: InterpolatorScalar;\n /** Structural horizontal constraint stretch stiffness by depth */\n structuralStretchHorizontal: InterpolatorScalar;\n /** Shear constraint shrink stiffness by depth */\n shearShrink: InterpolatorScalar;\n /** Shear constraint stretch stiffness by depth */\n shearStretch: InterpolatorScalar;\n /** Bending vertical constraint shrink stiffness by depth */\n bendingShrinkVertical: InterpolatorScalar;\n /** Bending vertical constraint stretch stiffness by depth */\n bendingStretchVertical: InterpolatorScalar;\n /** Bending horizontal constraint shrink stiffness by depth */\n bendingShrinkHorizontal: InterpolatorScalar;\n /** Bending horizontal constraint stretch stiffness by depth */\n bendingStretchHorizontal: InterpolatorScalar;\n /** Fake wave amplitude by depth (sinusoidal pseudo-wind on leaf bones) */\n fakeWavePower: InterpolatorScalar;\n /** Fake wave frequency offset by depth */\n fakeWaveFreq: InterpolatorScalar;\n}\n\n/** Top-level configuration for the physics controller */\nexport interface ControllerConfig {\n /** Global gravity vector (e.g. {x:0, y:-9.8, z:0}) */\n gravity: Vector3;\n /** Global wind force vector applied to all dynamic points */\n windForce: Vector3;\n /** Number of constraint relaxation iterations per substep. Higher = more stable but slower */\n relaxation: number;\n /** Number of simulation substeps per frame. Higher = more stable at cost of performance */\n subSteps: number;\n /** Max root bone slide distance per substep. Excess is distributed as offset. -1 = unlimited */\n rootSlideLimit: number;\n /** Max root bone rotation angle (degrees) per substep. Excess is distributed. -1 = unlimited */\n rootRotateLimit: number;\n /** Upper limit for horizontal/shear constraint shrink power. Prevents over-compression */\n constraintShrinkLimit: number;\n /** Global blend ratio between physics and animation [0-1]. 0 = full physics, 1 = full animation */\n blendRatio: number;\n /** Target frame rate for stabilization (currently unused, reserved) */\n stabilizationFrameRate: number;\n /** Enable sinusoidal fake wave effect on leaf bones */\n isFakeWave: boolean;\n /** Fake wave global speed (accumulates over time) */\n fakeWaveSpeed: number;\n /** Fake wave global amplitude multiplier */\n fakeWavePower: number;\n /** Enable triangle-based surface collision (cloth vs colliders) */\n enableSurfaceCollision: boolean;\n /** Enable broad-phase pruning before precise collider tests */\n enableBroadPhase: boolean;\n /** Post-simulation angle limiting between parent-child bones */\n angleLimitConfig: AngleLimitConfig;\n /** Depth-based physics parameter curves */\n curves: PhysicsCurves;\n /** Which constraint types to generate and their collision flags */\n constraintOptions: ConstraintBuildOptions;\n}\n\nexport class SpringSystemController {\n private _config: ControllerConfig;\n private _pointsR: PointR[] = [];\n private _pointsRW: PointRW[] = [];\n private _constraints: Constraint[] = [];\n private _collidersR: ColliderR[] = [];\n private _collidersRW: ColliderRW[] = [];\n private _grabbersR: GrabberR[] = [];\n private _grabbersRW: GrabberRW[] = [];\n private _movableLimitTargets: Vector3[] = [];\n private _flatPlanes: FlatPlane[] = [];\n private _surfaceConstraints: number[] = [];\n private _positionsToTransform: Vector3[] = [];\n private _fakeWaveCounter = 0;\n private _previousRootPosition = Vector3.zero();\n private _previousRootRotation = Quaternion.identity();\n private _rootTransform: TransformAccess | null = null;\n private _pointTransforms: TransformAccess[] = [];\n private _colliderTransforms: TransformAccess[] = [];\n private _grabberTransforms: TransformAccess[] = [];\n private _initialized = false;\n private _isPaused = false;\n private _fadeState: 'none' | 'in' | 'out' = 'none';\n private _fadeTimer = 0;\n private _fadeDuration = 0;\n\n constructor(config: ControllerConfig) {\n this._config = config;\n }\n\n /**\n * 初始化物理系统\n * @param rootTransform 根骨骼的 transform(用于检测根运动)\n * @param rootPoints 骨骼层级的根节点数组(可以有多个根,如裙子的多条链)\n * @param pointTransforms 所有物理点的 transform 数组(顺序必须与 BoneNode.index 对应)\n * @param colliders 碰撞器数组(球体/胶囊体)\n * @param grabbers 抓取器数组(用于鼠标交互等)\n * @param flatPlanes 平面限制器数组(如地板,防止穿透)\n */\n initialize(\n rootTransform: TransformAccess,\n rootPoints: BoneNode[],\n pointTransforms: TransformAccess[],\n colliders: Array<{ r: ColliderR; transform: TransformAccess }>,\n grabbers: Array<{\n r: GrabberR;\n transform: TransformAccess;\n enabled: boolean;\n }>,\n flatPlanes: Array<{ up: Vector3; position: Vector3 }>\n ): void {\n this._rootTransform = rootTransform;\n this._pointTransforms = pointTransforms;\n this._colliderTransforms = colliders.map((c) => c.transform);\n this._grabberTransforms = grabbers.map((g) => g.transform);\n\n // Build constraints\n this._constraints = buildConstraints(rootPoints, this._config.constraintOptions);\n this._surfaceConstraints = buildSurfaceFaces(rootPoints, this._config.constraintOptions.isLoop);\n\n // Flatten bone hierarchy to point list, build parent map\n const allPoints: BoneNode[] = [];\n const parentMap = new Map<number, number>(); // child index → parent index\n function walk(node: BoneNode) {\n allPoints.push(node);\n for (const c of node.children) {\n parentMap.set(c.index, node.index);\n walk(c);\n }\n }\n for (const r of rootPoints) {\n walk(r);\n }\n\n const maxDepth = Math.max(...allPoints.map((p) => p.depth));\n\n // Compute boneAxis from transforms: local-space direction to first child\n // This is critical for correct bone rotation in skinned meshes\n const indexToNode = new Map<number, BoneNode>();\n for (const p of allPoints) {\n indexToNode.set(p.index, p);\n }\n\n for (const p of allPoints) {\n if (!p.boneAxis && p.children.length > 0) {\n const childPos = pointTransforms[p.children[0].index].getWorldPosition();\n const parentPos = pointTransforms[p.index].getWorldPosition();\n // InverseTransformPoint: convert child world pos to parent local space\n const parentRot = pointTransforms[p.index].getWorldRotation();\n const parentScale = pointTransforms[p.index].getLocalScale();\n const diff = Vector3.sub(childPos, parentPos);\n const invRot = Quaternion.inverse(parentRot);\n const localDir = invRot.transform(diff);\n // Apply inverse scale\n const unscaled = new Vector3(\n parentScale.x !== 0 ? localDir.x / parentScale.x : 0,\n parentScale.y !== 0 ? localDir.y / parentScale.y : 0,\n parentScale.z !== 0 ? localDir.z / parentScale.z : 0\n );\n p.boneAxis = Vector3.normalize(unscaled);\n }\n }\n\n // Build PointR/RW arrays\n this._pointsR = allPoints.map((p) => this._createPointR(p, maxDepth, parentMap, pointTransforms));\n this._pointsRW = allPoints.map(() => this._createPointRW());\n this._positionsToTransform = new Array(allPoints.length).fill(Vector3.zero());\n\n // Initialize colliders\n this._collidersR = colliders.map((c) => c.r);\n this._collidersRW = colliders.map((c) => this._createColliderRW(c.transform));\n\n // Initialize grabbers\n this._grabbersR = grabbers.map((g) => g.r);\n this._grabbersRW = grabbers.map((g) => ({\n enabled: g.enabled ? 1 : 0,\n position: g.transform.getWorldPosition()\n }));\n\n // Flat planes\n this._flatPlanes = flatPlanes.map((fp) => ({\n normal: Vector3.normalize(fp.up),\n distance: -Vector3.dot(Vector3.normalize(fp.up), fp.position)\n }));\n\n // Capture initial state\n this._previousRootPosition = rootTransform.getWorldPosition();\n this._previousRootRotation = rootTransform.getWorldRotation();\n\n for (let i = 0; i < this._pointsRW.length; i++) {\n const pos = pointTransforms[i].getWorldPosition();\n this._pointsRW[i].positionCurrent = pos.clone();\n this._pointsRW[i].positionPrevious = pos.clone();\n this._pointsRW[i].positionCurrentTransform = pos.clone();\n this._pointsRW[i].positionPreviousTransform = pos.clone();\n this._pointsRW[i].positionToTransform = pos.clone();\n this._pointsRW[i].directionPrevious = Vector3.axisPZ();\n this._pointsRW[i].fakeWindDirection = Vector3.axisPZ();\n this._pointsRW[i].grabberIndex = -1;\n this._pointsRW[i].grabberDistance = 0;\n this._pointsRW[i].friction = 0;\n }\n\n this._initialized = true;\n }\n\n /**\n * 执行一帧物理模拟\n * 内部流程:读取当前 transform → 运行 Verlet 积分和约束求解 → 写回 transform\n * @param deltaTime 帧间隔时间(秒)。内部会被 subSteps 细分\n */\n step(deltaTime: number): void {\n if (!this._initialized || !this._rootTransform) {\n return;\n }\n\n // Update fade\n if (this._fadeState !== 'none') {\n this._fadeTimer += deltaTime;\n if (this._fadeTimer >= this._fadeDuration) {\n this._fadeState = 'none';\n this._fadeTimer = 0;\n }\n }\n\n const blendRatio = this._computeBlendRatio();\n\n // Capture current transforms\n const rootPos = this._rootTransform.getWorldPosition();\n const rootRot = this._rootTransform.getWorldRotation();\n\n for (let i = 0; i < this._pointsRW.length; i++) {\n this._pointsRW[i].positionPreviousTransform = this._pointsRW[i].positionCurrentTransform.clone();\n this._pointsRW[i].positionCurrentTransform = this._pointTransforms[i].getWorldPosition();\n }\n\n for (let i = 0; i < this._collidersRW.length; i++) {\n const t = this._colliderTransforms[i];\n this._collidersRW[i].positionPreviousTransform = this._collidersRW[i].positionCurrentTransform.clone();\n this._collidersRW[i].directionPreviousTransform =\n this._collidersRW[i].directionCurrentTransform.clone();\n this._collidersRW[i].positionCurrentTransform = t.getWorldPosition();\n this._collidersRW[i].directionCurrentTransform = t.getWorldRotation();\n this._collidersRW[i].worldToLocal = Matrix4x4.compose(\n t.getLocalScale(),\n this._collidersRW[i].directionCurrentTransform,\n this._collidersRW[i].positionCurrentTransform\n ).inplaceInvertAffine();\n }\n\n for (let i = 0; i < this._grabbersRW.length; i++) {\n this._grabbersRW[i].position = this._grabberTransforms[i].getWorldPosition();\n }\n\n // Run simulation\n const params: SimulationParams = {\n isPaused: this._isPaused,\n stepTime: deltaTime,\n subSteps: this._config.subSteps,\n rootPosition: rootPos,\n previousRootPosition: this._previousRootPosition,\n rootSlideLimit: this._config.rootSlideLimit,\n rootRotation: rootRot,\n previousRootRotation: this._previousRootRotation,\n rootRotateLimit: this._config.rootRotateLimit,\n windForce: this._config.windForce,\n enableSurfaceCollision: this._config.enableSurfaceCollision,\n surfaceConstraints: this._surfaceConstraints,\n relaxation: this._config.relaxation,\n constraintShrinkLimit: this._config.constraintShrinkLimit,\n blendRatio,\n isFakeWave: this._config.isFakeWave,\n fakeWaveSpeed: this._config.fakeWaveSpeed,\n fakeWavePower: this._config.fakeWavePower,\n fakeWaveCounter: this._fakeWaveCounter,\n collisionScale: 1.0,\n enableBroadPhase: this._config.enableBroadPhase\n };\n\n const result = simulate(\n params,\n this._pointsR,\n this._pointsRW,\n this._constraints,\n this._collidersR,\n this._collidersRW,\n this._grabbersR,\n this._grabbersRW,\n this._movableLimitTargets,\n this._flatPlanes\n );\n\n this._positionsToTransform = result.positionsToTransform;\n this._fakeWaveCounter = result.fakeWaveCounter;\n\n // Angle limits\n if (this._config.angleLimitConfig.angleLimit >= 0) {\n applyAngleLimits(this._pointsR, this._pointsRW, this._config.angleLimitConfig);\n }\n\n // Apply results\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\n const outputs = applyResult(\n this._pointsR,\n this._pointsRW,\n this._positionsToTransform,\n blendRatio,\n transformRots,\n transformLocalRots\n );\n\n for (let i = 0; i < outputs.length; i++) {\n this._pointTransforms[i].setWorldPosition(outputs[i].position);\n this._pointTransforms[i].setWorldRotation(outputs[i].rotation);\n }\n\n this._previousRootPosition = rootPos;\n this._previousRootRotation = rootRot;\n }\n\n /**\n * 获取所有点的模拟结果(世界坐标位置和旋转)\n * 通常不需要手动调用——step() 已经自动写回 transform。\n * 适用于需要在不写回 transform 的情况下读取物理结果的场景。\n */\n getResults(): Array<{ position: Vector3; rotation: Quaternion }> {\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\n const outputs = applyResult(\n this._pointsR,\n this._pointsRW,\n this._positionsToTransform,\n this._config.blendRatio,\n transformRots,\n transformLocalRots\n );\n return outputs.map((o) => ({ position: o.position, rotation: o.rotation }));\n }\n\n /**\n * 瞬移补偿——在角色传送/瞬移后调用\n * 将上一帧的根骨骼位置和旋转设为当前值,\n * 使下一帧的根运动增量为零,避免物理点因巨大位移而弹射。\n */\n warp(): void {\n if (!this._rootTransform) {\n return;\n }\n this._previousRootPosition = this._rootTransform.getWorldPosition();\n this._previousRootRotation = this._rootTransform.getWorldRotation();\n }\n\n /**\n * 重置所有物理状态\n * 将所有点的模拟位置重置为当前 transform 位置,清除速度和抓取状态。\n * 适用于场景切换或需要消除所有物理运动的场景。\n */\n reset(): void {\n for (let i = 0; i < this._pointsRW.length; i++) {\n const pos = this._pointTransforms[i].getWorldPosition();\n this._pointsRW[i].positionCurrent = pos.clone();\n this._pointsRW[i].positionPrevious = pos.clone();\n this._pointsRW[i].grabberIndex = -1;\n }\n this._fakeWaveCounter = 0;\n }\n\n /**\n * 释放固定点为动态点(如脱衣、布料脱落)\n * 将 weight 从 0 改为 1,同时重置该点的模拟状态避免瞬间弹射。\n * @param index 点的索引\n */\n releasePoint(index: number): void {\n if (index < 0 || index >= this._pointsR.length) {\n return;\n }\n (this._pointsR[index] as any).weight = 1;\n const pos = this._pointTransforms[index].getWorldPosition();\n this._pointsRW[index].positionCurrent = pos.clone();\n this._pointsRW[index].positionPrevious = pos.clone();\n this._pointsRW[index].grabberIndex = -1;\n }\n\n /**\n * 将动态点重新固定为跟随动画(如重新穿戴)\n * 将 weight 从 1 改为 0,清除抓取状态。\n * @param index 点的索引\n */\n fixPoint(index: number): void {\n if (index < 0 || index >= this._pointsR.length) {\n return;\n }\n (this._pointsR[index] as any).weight = 0;\n this._pointsRW[index].grabberIndex = -1;\n }\n\n /**\n * 查询某个点是否为固定状态(weight=0,跟随动画)\n * @param index 点的索引\n */\n isPointFixed(index: number): boolean {\n if (index < 0 || index >= this._pointsR.length) {\n return false;\n }\n return this._pointsR[index].weight <= EPSILON;\n }\n\n /** 获取物理点总数 */\n get pointCount(): number {\n return this._pointsR.length;\n }\n\n /**\n * 渐入物理——从动画姿态平滑过渡到物理模拟\n * blendRatio 从 1(纯动画)渐变到 0(纯物理)\n * @param seconds 过渡时长(秒)\n */\n fadeIn(seconds: number): void {\n this._fadeState = 'in';\n this._fadeTimer = 0;\n this._fadeDuration = seconds;\n }\n\n /**\n * 渐出物理——从物理模拟平滑过渡回动画姿态\n * blendRatio 从 0(纯物理)渐变到 1(纯动画)\n * @param seconds 过渡时长(秒)\n */\n fadeOut(seconds: number): void {\n this._fadeState = 'out';\n this._fadeTimer = 0;\n this._fadeDuration = seconds;\n }\n\n /**\n * 设置全局风力向量\n * 风力会按每个点的 windForceScale 和质量进行缩放\n * @param wind 风力向量(世界坐标)\n */\n setWindForce(wind: Vector3): void {\n this._config.windForce = wind;\n }\n\n /** Enable/disable broad-phase pruning for runtime performance comparison */\n setBroadPhaseEnabled(enabled: boolean): void {\n this._config.enableBroadPhase = enabled;\n }\n\n /**\n * 暂停/恢复物理模拟\n * 暂停时仍会跟随根骨骼运动,但不进行力学积分和约束求解\n * @param paused true=暂停, false=恢复\n */\n setPaused(paused: boolean): void {\n this._isPaused = paused;\n }\n\n /**\n * 运行时更新碰撞器状态\n * 用于外部直接控制碰撞器的启用/禁用和位置,而不通过 TransformAccess 读取\n * @param index 碰撞器索引\n * @param enabled 是否启用\n * @param position 世界坐标位置\n * @param rotation 世界旋转\n */\n updateColliderState(index: number, enabled: boolean, position: Vector3, rotation: Quaternion): void {\n if (index >= 0 && index < this._collidersRW.length) {\n this._collidersRW[index].enabled = enabled ? 1 : 0;\n this._collidersRW[index].positionCurrentTransform = position;\n this._collidersRW[index].directionCurrentTransform = rotation;\n }\n }\n\n /**\n * 运行时更新抓取器状态\n * 用于鼠标拖拽等交互场景,控制抓取器的启用和位置\n * @param index 抓取器索引\n * @param enabled 是否启用(鼠标按下=true,松开=false)\n * @param position 抓取器世界坐标位置\n */\n updateGrabberState(index: number, enabled: boolean, position: Vector3): void {\n if (index >= 0 && index < this._grabbersRW.length) {\n this._grabbersRW[index].enabled = enabled ? 1 : 0;\n this._grabbersRW[index].position = position;\n }\n }\n\n private _computeBlendRatio(): number {\n if (this._fadeState === 'in') {\n return 1.0 - clamp01(this._fadeTimer / this._fadeDuration);\n }\n if (this._fadeState === 'out') {\n return clamp01(this._fadeTimer / this._fadeDuration);\n }\n return this._config.blendRatio;\n }\n\n private _createPointR(\n node: BoneNode,\n maxDepth: number,\n parentMap: Map<number, number>,\n transforms: TransformAccess[]\n ): PointR {\n const rate = maxDepth > 0 ? node.depth / 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@@ -1,16 +0,0 @@
1
- // spcr-joint-dynamics — math adapter layer
2
- // Wraps base/vector.ts (class-based) with plain-object API for backward compatibility
3
- // ── Utility ──
4
- function clamp(v, min, max) {
5
- return v < min ? min : v > max ? max : v;
6
- }
7
- function clamp01(v) {
8
- return v < 0 ? 0 : v > 1 ? 1 : v;
9
- }
10
- function smoothStep(from, to, t) {
11
- const c = clamp01((t - from) / (to - from));
12
- return c * c * (3 - 2 * c);
13
- }
14
-
15
- export { clamp, clamp01, smoothStep };
16
- //# sourceMappingURL=math.js.map
@@ -1 +0,0 @@
1
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